Income & Loot
Income
At the end of the game, roll for income. To do so, do the following:
- Check the number of Treasure token you obtained during the game
- Add an additional Treasure if you won the game
- Roll a d20 for each Treasure token and add the values together
- Add 40g to the total value, which becomes your total gold earned
- For any 20s rolled on the d20, you earn additional 'Loot', described in the section below.
- Update your warband sheet by adding your earned gold to any existing gold.
Some Treasure tokens may be worth double. In this case, roll an extra d20 for it during Step 2 above.
Loot
When you roll a 20 during the Income rolls, you earn Loot! Loot comes in three forms, Rare Consumables, Rare Oddments, and Rare Armour & Weapons. Consumables are single-use items, while Rare Oddments, Armour and Weapons have ongoing effects. Oddments do not take up a weapon or armour slot, while Armour and Weapons do.
Only heroes can equip and use loot and can only have one Consumable and one Rare Oddment, Weapon, or Armour equipped at any one time. A hero can use any Rare Consumable, Oddment, Weapon, or Armour, unless they have explicit restrictions that prevent them from doing so (eg. Fixed Equipment special rules or they are an Arcane Caster). These heroes can still equip Oddments and Consumables, as usual.
To determine what loot you have received, first roll to see which table you are rolling on:
| d20 | Table |
|---|---|
| 1-12 | Rare Consumables |
| 13-16 | Rare Oddments |
| 17-20 | Rare Armour & Weapons |
Now roll on the relevant table, gaining the result and adding it to your stored equipment. Should you dislike the result, you can reroll again on the same table, but you must take the new result.
Selling Loot
Under certain circumstances, you may wish to sell the Loot you have. You can sell Rare Consumables for 5g or Rare Oddments, Armour, or Weapons for 10g.
Rare Consumables Table
| d20 | Consumable | Special Rules |
|---|---|---|
| 1 | Potion of Teleportation | Use at the end of the Upkeep Phase. Place this unit at any location within 10". This does not count as Moving. |
| 2 | Potion of Frenzy | Use at end of the Upkeep Phase. This unit has Berserk and Ambush for the rest of the scenario. |
| 3 | Potion of Healing | At the end of the Upkeep Phase, the holder can consume this when Dazed or Staggered to immediately remove both conditions (they do not become Staggered). |
| 4 | Poison Vial | Use at end of the Upkeep Phase. The Injury Checks of one unit's Melee Attacks are rolled with Advantage for the rest of the scenario. After a target fails their Defence Check as part of your Melee Attack, roll a d20 and add any Injury modifiers, then take the higher roll between that and the initial Melee Check to determine the target's Injury. |
| 5 | Blackpowder Bomb | Treat as one charge of a Blunderbuss. |
| 6 | Kev's Brews | Use before a scenario. All units have Advantage on Fear checks for the scenario. |
| 7 | Wanted Poster | Immediately select the player with the most wins (roll randomly for a tie, or select player with second most wins if you have the most wins). Select a hero randomly among that player's warband. If you Incapacitate that hero in the future, instead of rolling for Scars, the unit automatically rolls 'Pit Fight' and you gain 50g. The bounty is consumed once you capture the hero. |
| 8 | Scroll of Demon Summoning | Use during the Cast Phase. Make a Morale Check. On a success, a Demon is summoned. Make second Morale Check with Disadvantage. On a success, the Demon is hostile to everyone except your warband. On a failure, the Demon is hostile to everyone. |
| 9 | Magic Arrow | Use before a Ranged Attack. Gain Advantage for that Ranged Attack. |
| 10 | Potion of Invisibility | Use at the end of the Upkeep Phase. Successfully cast Invisibility, with you as the target and caster |
| 11 | Pocket Ladder | Use at the end of the Upkeep Phase. Place a ladder at a location within 1" of the model. |
| 12 | Holy Water | Treat as one charge of a Blunderbuss. Does not affect units that are not Undead. Roll with Advantage against Undead units. |
| 13 | Training Manual | Use at any time during Post-Game. Select a hero and draw from the Improvement Deck and Improve the drawn stat for that hero. No further rolls necessary. |
| 14 | Potion of Major Healing | Use at any time during Post-Game. Untick the 'Deathtouched' checkbox for one hero. |
| 15 | Potion of Cure Blight | Use at any time during Post-Game. Untick the 'Blighted' checkbox for one hero. |
| 16 | Potion of Animal Friendship | Use at the end of the Upkeep Phase. This unit has the Animal Handler skill for the rest of this scenario. |
| 17 | Potion of Flying | Use at the end of the Upkeep Phase. This unit has the Flying skill for the rest of this scenario. |
| 18 | Potion of Fortitude | Use at the end of the Upkeep Phase. Gain +1 Wnd, this allows a unit to go over their maximum Wounds. |
| 19 | Potion of Speed | Use at the end of the Upkeep Phase. This unit's Run speed is twice its Move for the rest of the scenario. |
| 20 | Spell Tome | Use at any time during the Post-Game. Choose a Caster, that unit may learn a spell from its Spell List. |
Rare Oddments Table
| d20 | Rare Item | Special Rules |
|---|---|---|
| 1 | Brooch of Animal Friendship | Gain the 'Animal Handler' skill. |
| 2 | Trinket of Shielding | Set your Def to 15, after other modifiers. |
| 3 | Winged Boots | Gain the 'Leap' skill. |
| 4 | Elvish Boots | Gain the 'Sprint' skill. |
| 5 | Bracers of Archery | Bows gain +2 Inj. |
| 6 | Anti-Magic Cloak | If you are the target of a Spell, make a Morale Check. On a success, the Spell fails. |
| 7 | Elvish Cloak | Always have cover against Ranged Attacks. |
| 8 | Grappling Hook | Advantage on Agi Checks for Climbing. |
| 9 | Horn of Courage | Once per battle, can be used at the end of the Upkeep Phase. All allies within 10" can immediately move 3" each. |
| 10 | Hound | You have a Hound (with the stats of an Inquisitor Hound) as a pet. It can be used to go over the unit limit of the warband. It counts towards the Rout Threshold when Incapacitated. It rolls for Scars as normal and is lost if it dies. |
| 11 | Talisman of Warding | Immune to the Blight. No effect if you already have the Blight. |
| 12 | Ring of Feather Falling | When falling, no Injury Roll is made. You stop moving as normal. |
| 13 | Ring of Perfection | Increase Mel, Rgd, Def, Agi, and Mrl by one while this is worn. |
| 14 | Amulet of Protection | Stunned results are counted as Dazed. |
| 15 | Sniper's Goggles | If you have not moved this turn, you can gain Advantage for being Elevated up to the Ranged Weapon's full Range (rather than the usual half Range). |
| 16 | Swap Stones | Can be given to two different units. Once per battle, at the end of the Upkeep Phase, the units may swap locations. |
| 17 | Thieves' Sack | Unit may hold any number of Treasures (not just the usual one). |
| 18 | Wand of Polymorph | Unit can Cast the following Spell: "Polymorph. Difficulty 15. Ongoing. On a success, the target is turned into a Giant Rat, only retaining its current Wounds." |
| 19 | Gauntlets of the War Mage | There is no penalty for using Spells in combat or after Running. |
| 20 | Robe of the Arch Magi | Reduce the Difficulty of all Spells by 1. |
Rare Armour & Weapons Tables
Armour
| d20 | Rare Item | Def | Special Rules |
|---|---|---|---|
| 1 | Adamantine Armor | 2 | Immune to Critical hits. |
| 2 | Robe of Etherealness | 1 | Gain the 'Ethereal' skill |
| 3 | Assassin Garb | 1 | Add +5 on Out-of-Sight Rolls. Cannot be used with a Shield. |
| 4 | Mithral Armor | 3 |
Melee Weapons
| d20 | Rare Item | Mel | Inj | Prc | Special Rules | Slots |
|---|---|---|---|---|---|---|
| 5 | Magnetic Shield | 0 | 0 | 0 | Def +4. Cannot be used to attack. Gives Advantage for Defence Checks against Ranged Attacks. | 1 |
| 6 | Berserker Axe | 0 | 0 | 3 | Gain the 'Berserk' and 'Ambush' skills. | 1 |
| 7 | Hammer of Crushing | 0 | 4 | 0 | Attack with Disadvantage. Will automatically Incapacitate on a hit (if it's the last wound). Defence Checks are allowed as normal. | 1 |
| 8 | Spear of Defence | 2 | 0 | 0 | Gain the 'Defensive Stance' skill. | 1 |
| 9 | Blade of Foresight | 0 | 0 | 3 | You may reroll 1s on any Melee Checks. | 1 |
| 10 | Rapier | 3 | 0 | 0 | Crit on 19-20. | 1 |
| 11 | Staff of Blasting | 2 | 0 | 0 | If the Melee Check is successful, the opponent is pushed directly back 2", in addition to needing to make a Defence Check and potentially being Injured. Resolve the push after resolving the rest of the Melee Attack. | 1 |
| 12 | Staff of Healing | 2 | 0 | 0 | Gain the 'Heal' Spell. | 1 |
| 13 | Giant Slayer | 5 | 3 | 3 | You have Advantage on Melee rolls against units with more than 1 max Wounds. | 2 |
| 14 | Standard Banner | 7 | 3 | 0 | Allied units within 5" of this unit can roll Morale Checks with Advantage. Rout Checks cannot gain Advantage in this way. | 2 |
| 15 | Great Sword of Rending | 5 | 3 | 3 | If you crit, the foe is instantly incapacitated (even if it has more than 1 Wound). | 2 |
| 16 | Zweihander | 7 | 3 | 3 | 2 |
Ranged Weapons
| d20 | Rare Item | Rng | Inj | Prc | Special Rules | Slots |
|---|---|---|---|---|---|---|
| 17 | Elvish Bow | 35" | 0 | 0 | 1 | |
| 18 | Blunderbuss | 5" | -2 | 0 | Long Reload, Buckshot, Blackpowder | 1 |
| 19 | Repeater Crossbow | 30" | 2 | 0 | 1 | |
| 20 | Blowpipe | 15" | -3 | 0 | Precise | 1 |